Пример #1
0
        public override int GenerateLandLayer(WorldGenerator worldGenerator, ILandChunk landChunk, IntRect area, int seed, int minAltitude, int maxAltitude)
        {
            ALandLayerGenerator altitudeLandLayerGenerator = worldGenerator.Generators["altitude"];

            ALandLayerGenerator cliffLandLayerGenerator = worldGenerator.Generators["cliff"];

            bool[,] subArea = new bool[3, 3];

            for (int i = 0; i < area.Height; i++)
            {
                for (int j = 0; j < area.Width; j++)
                {
                    this.GetComputedLandType(altitudeLandLayerGenerator, area, i, j, out LandType landType, out LandType secondType, out LandTransition landTransition);

                    int altitude = altitudeLandLayerGenerator.GetComputedPowerAt(j, i);

                    int altitudeOffset = cliffLandLayerGenerator.GetComputedPowerAt(j, i);

                    GroundLandObject groundLandObject = new GroundLandObject(area.Left + j, area.Top + i, altitude, landType);

                    GroundLandObject secondGroundLandObject = new GroundLandObject(area.Left + j, area.Top + i, altitude, secondType);
                    secondGroundLandObject.SetTransition(landTransition);

                    AssignGround(landChunk, i, j, altitude, altitudeOffset, groundLandObject, secondGroundLandObject);

                    this.powerArea[i + 2, j + 2] = (int)this.GetLandTypeFromPower(altitude);
                }
            }

            landChunk.AddTypeInChunk(typeof(GroundLandObject));

            return(seed);
        }
Пример #2
0
        public override int GenerateLandLayer(WorldGenerator worldGenerator, ILandChunk landChunk, IntRect area, int seed, int minAltitude, int maxAltitude)
        {
            ALandLayerGenerator groundLandLayerGenerator = worldGenerator.Generators["defaultGround"];

            ALandLayerGenerator altitudeLandLayerGenerator = worldGenerator.Generators["altitude"];

            ALandLayerGenerator cliffLandLayerGenerator = worldGenerator.Generators["cliff"];

            ALandLayerGenerator elementLandLayerGenerator = worldGenerator.Generators["element"];

            bool isThereSandElement = false;

            Random random = new Random(seed);

            for (int i = 0; i < area.Height; i++)
            {
                for (int j = 0; j < area.Width; j++)
                {
                    int altitude = altitudeLandLayerGenerator.GetComputedPowerAt(j, i);

                    int altitudeOffset = cliffLandLayerGenerator.GetComputedPowerAt(j, i);

                    int elementIndex = random.Next(0, 8);

                    int power = this.GetElementPower(elementLandLayerGenerator.GetComputedPowerAt(j, i));

                    LandType landType = (LandType)groundLandLayerGenerator.GetComputedPowerAt(j, i);

                    if (landType == LandType.SAND)
                    {
                        if (power >= 8 && random.Next(0, 3) > 0 && altitudeOffset == 0)
                        {
                            float trueAltitude = altitudeLandLayerGenerator.GetPowerAt(new SFML.System.Vector2f(area.Left + j, area.Top + i));

                            if ((elementIndex == 1 || elementIndex == 3) &&
                                trueAltitude > 0.6 && random.Next(0, 4) > 0)
                            {
                                elementIndex -= 1;
                            }

                            GroundElementLandObject groundElement = new GroundElementLandObject(area.Left + j, area.Top + i, altitude, landType, elementIndex);

                            LandCase landCase = landChunk.GetLandCase(i, j, altitude);

                            landCase.LandOverGround = groundElement;

                            isThereSandElement = true;
                        }
                    }
                }
            }

            if (isThereSandElement)
            {
                landChunk.AddTypeInChunk(typeof(GroundElementLandObject));
            }

            return(random.Next());
        }
Пример #3
0
        public override int GenerateLandLayer(WorldGenerator worldGenerator, ILandChunk landChunk, IntRect area, int seed, int minAltitude, int maxAltitude)
        {
            ALandLayerGenerator grassLandLayerGenerator = worldGenerator.Generators["grass"];

            ALandLayerGenerator altitudeLandLayerGenerator = worldGenerator.Generators["altitude"];

            ALandLayerGenerator cliffLandLayerGenerator = worldGenerator.Generators["cliff"];

            ALandLayerGenerator elementLandLayerGenerator = worldGenerator.Generators["element"];

            bool isThereGrassElement = false;

            Random random = new Random(seed);

            for (int i = 0; i < area.Height; i++)
            {
                for (int j = 0; j < area.Width; j++)
                {
                    int altitude = altitudeLandLayerGenerator.GetComputedPowerAt(j, i);

                    int altitudeOffset = cliffLandLayerGenerator.GetComputedPowerAt(j, i);

                    int elementIndex = random.Next(0, 12);

                    int power = this.GetElementPower(elementLandLayerGenerator.GetComputedPowerAt(j, i));

                    GrassType grassType = (GrassType)grassLandLayerGenerator.GetComputedPowerAt(j, i);

                    if (power >= 2 && random.Next(0, 3) > 0 && altitudeOffset == 0 && grassType != GrassType.NONE)
                    {
                        GrassElementLandObject grassElement = new GrassElementLandObject(area.Left + j, area.Top + i, altitude, grassType, elementIndex);

                        LandCase landCase = landChunk.GetLandCase(i, j, altitude);

                        landCase.LandOverGround = grassElement;

                        isThereGrassElement = true;
                    }
                }
            }

            if (isThereGrassElement)
            {
                landChunk.AddTypeInChunk(typeof(GrassElementLandObject));
            }

            return(random.Next());
        }
Пример #4
0
        public override int GenerateLandLayer(WorldGenerator worldGenerator, ILandChunk landChunk, IntRect area, int seed, int minAltitude, int maxAltitude)
        {
            ALandLayerGenerator altitudeLandLayerGenerator = worldGenerator.Generators["altitude"];

            bool[,] subArea = new bool[3, 3];

            this.powerArea = new int[area.Height + 4, area.Width + 4];

            for (int i = 0; i < area.Height; i++)
            {
                for (int j = 0; j < area.Width; j++)
                {
                    int[,] subAreaInt = new int[3, 3];
                    int maxLocalAltitude = int.MinValue;

                    maxLocalAltitude = this.GetComputedMatrix(altitudeLandLayerGenerator, i, j, ref subAreaInt);

                    int diffAltitude = maxLocalAltitude - subAreaInt[1, 1];

                    this.powerArea[i + 2, j + 2] = diffAltitude;

                    for (int offset = 0; offset < diffAltitude; offset++)
                    {
                        this.GetComputedLandType(area, ref subAreaInt, maxLocalAltitude, out LandTransition landTransition);

                        if (landTransition != LandTransition.NONE)
                        {
                            AltitudeLandObject altitudeLandObject = new AltitudeLandObject(area.Left + j, area.Top + i, subAreaInt[1, 1], LandType.GRASS);

                            landChunk.InitializeLandCase(i, j, subAreaInt[1, 1]);
                            landChunk.GetLandCase(i, j, subAreaInt[1, 1]).LandWall = altitudeLandObject;

                            altitudeLandObject.SetLandTransition(landTransition);
                        }

                        subAreaInt[1, 1]++;
                    }
                }
            }

            landChunk.AddTypeInChunk(typeof(AltitudeLandObject));

            return(seed);
        }
Пример #5
0
        public override int GenerateLandLayer(WorldGenerator worldGenerator, ILandChunk landChunk, IntRect area, int seed, int minAltitude, int maxAltitude)
        {
            ALandLayerGenerator altitudeLandLayerGenerator = worldGenerator.Generators["altitude"];

            bool isThereWater = false;

            this.ConstructAltitudeArea(worldGenerator, area);

            for (int i = 0; i < area.Height; i++)
            {
                for (int j = 0; j < area.Width; j++)
                {
                    int altitude = this.powerArea[i + 1, j + 1];

                    int[,] subAreaInt = new int[3, 3];
                    int maxLocalAltitude = int.MinValue;

                    maxLocalAltitude = this.GetComputedMatrix(i, j, ref subAreaInt);

                    for (int z = altitude; z <= 0; z++)
                    {
                        this.GetComputedLandType(area, ref subAreaInt, maxLocalAltitude, out LandTransition landTransition);

                        WaterLandObject waterLandObject = new WaterLandObject(area.Left + j, area.Top + i, z);
                        waterLandObject.SetLandTransition(landTransition);

                        landChunk.InitializeLandCase(i, j, z);
                        landChunk.GetLandCase(i, j, z).LandWater = waterLandObject;
                        isThereWater = true;

                        subAreaInt[1, 1]++;
                    }
                }
            }

            if (isThereWater)
            {
                landChunk.AddTypeInChunk(typeof(WaterLandObject));
            }

            return(seed);
        }
Пример #6
0
        public override int GenerateLandLayer(WorldGenerator worldGenerator, ILandChunk landChunk, IntRect area, int seed, int minAltitude, int maxAltitude)
        {
            ALandLayerGenerator altitudeLandLayerGenerator = worldGenerator.Generators["altitude"];

            ALandLayerGenerator cliffLandLayerGenerator = worldGenerator.Generators["cliff"];

            bool[,] subArea = new bool[3, 3];

            bool isThereMountain = false;

            this.ConstructMountainArea(worldGenerator, area);

            for (int i = 0; i < area.Height; i++)
            {
                for (int j = 0; j < area.Width; j++)
                {
                    int altitude = altitudeLandLayerGenerator.GetComputedPowerAt(j, i);

                    int altitudeOffset = cliffLandLayerGenerator.GetComputedPowerAt(j, i);

                    if ((altitude > 6 || (altitude == 6 && altitudeOffset > 0)) &&
                        altitude < 23)
                    {
                        LandCreationHelper.GetComputedLandType(this, area, i, j, out int mountainTypeInt, out int secondTypeInt, out LandTransition landTransition, out LandTransition secondLandTransition);
                        //this.GetComputedLandType(area, i, j, out MountainType mountainType, out MountainType secondType, out LandTransition landTransition, out LandTransition secondLandTransition);

                        MountainType mountainType = (MountainType)mountainTypeInt;
                        MountainType secondType   = (MountainType)secondTypeInt;

                        MountainLandObject groundLandObject       = null;
                        MountainLandObject secondGroundLandObject = null;

                        if (mountainType != MountainType.NONE)
                        {
                            groundLandObject = new MountainLandObject(area.Left + j, area.Top + i, altitude, mountainType);
                            groundLandObject.SetTransition(landTransition);

                            isThereMountain = true;
                        }

                        if (secondType != mountainType && secondType != MountainType.NONE)
                        {
                            secondGroundLandObject = new MountainLandObject(area.Left + j, area.Top + i, 0, secondType);
                            secondGroundLandObject.SetTransition(secondLandTransition);

                            isThereMountain = true;
                        }

                        bool onlyGround = altitude == 22 && altitudeOffset > 0;
                        AssignGround(landChunk, i, j, altitude, altitudeOffset, groundLandObject, secondGroundLandObject, onlyGround);
                    }
                }
            }

            if (isThereMountain)
            {
                landChunk.AddTypeInChunk(typeof(MountainLandObject));
            }

            return(seed);
        }
Пример #7
0
        public override int GenerateLandLayer(WorldGenerator worldGenerator, ILandChunk landChunk, IntRect area, int seed, int minAltitude, int maxAltitude)
        {
            ALandLayerGenerator mountainLandLayerGenerator = worldGenerator.Generators["mountain"];

            ALandLayerGenerator altitudeLandLayerGenerator = worldGenerator.Generators["altitude"];

            ALandLayerGenerator cliffLandLayerGenerator = worldGenerator.Generators["cliff"];

            ALandLayerGenerator elementLandLayerGenerator = worldGenerator.Generators["element"];

            bool isThereMountainElement = false;

            Random random = new Random(seed);

            for (int i = 0; i < area.Height; i++)
            {
                for (int j = 0; j < area.Width; j++)
                {
                    int altitude = altitudeLandLayerGenerator.GetComputedPowerAt(j, i);

                    int altitudeOffset = cliffLandLayerGenerator.GetComputedPowerAt(j, i);

                    int elementIndex = random.Next(0, 5);

                    int power = this.GetElementPower(elementLandLayerGenerator.GetComputedPowerAt(j, i));

                    MountainType mountainType = (MountainType)mountainLandLayerGenerator.GetComputedPowerAt(j, i);

                    if (mountainType == MountainType.PROJECTING)
                    {
                        if (elementIndex == 3 && random.Next(0, 3) > 0)
                        {
                            elementIndex = random.Next(0, 3);
                        }
                    }
                    else if (mountainType == MountainType.ROUGH)
                    {
                        if (elementIndex < 3 && random.Next(0, 3) > 0)
                        {
                            elementIndex = 3;
                        }
                    }

                    if (power >= 2 && random.Next(0, 3) > 0 && altitudeOffset == 0 && mountainType != MountainType.NONE)
                    {
                        MountainElementLandObject mountainElement = new MountainElementLandObject(area.Left + j, area.Top + i, altitude, mountainType, elementIndex);

                        LandCase landCase = landChunk.GetLandCase(i, j, altitude);

                        landCase.LandOverGround = mountainElement;

                        isThereMountainElement = true;
                    }
                }
            }

            if (isThereMountainElement)
            {
                landChunk.AddTypeInChunk(typeof(MountainElementLandObject));
            }

            return(random.Next());
        }